LÖVE 0.10.0 released

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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Madrayken
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Re: LÖVE 0.10.0 released

Post by Madrayken » Sat Dec 26, 2015 6:32 pm

Amazing. So many thanks.
Fluttermind company website here
Spellrazor devblog here : Spellrazor facebook here : Spellrazor itch.io here
@Fluttermind

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msilvestro
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Re: LÖVE 0.10.0 released

Post by msilvestro » Sat Dec 26, 2015 8:26 pm

You are awesome! Didn't expected Android and iOS ports to be officially supported! Hope to see, in a not so distant future, an official support for Windows Phone/Mobile too!

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xpol
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Re: LÖVE 0.10.0 released

Post by xpol » Sun Dec 27, 2015 8:34 am

Great job!
Thanks!

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Ranguna259
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Re: LÖVE 0.10.0 released

Post by Ranguna259 » Mon Dec 28, 2015 1:09 pm

Yeah, I'm probably late to the party but, AWESOME job Devs :D
I've been waiting a long time for this, thanks :rofl:
LoveDebug- A library that will help you debug your game with an on-screen fully interactive lua console, you can even do code hotswapping :D

Check out my twitter.

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Khepri
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Re: LÖVE 0.10.0 released

Post by Khepri » Tue Dec 29, 2015 12:30 am

Thank you! :awesome:

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NilLoops
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Re: LÖVE 0.10.0 released

Post by NilLoops » Fri Jan 01, 2016 8:45 pm

I happened to notice that SuperToast wasn't represented in the Banner. I figured I'd add it. I also made iOS icons for that build. I'll see if I can add a pull request over on BitBucket to include those.
love_left.png
love_left.png (21.53 KiB) Viewed 2185 times
J.

cval
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Re: LÖVE 0.10.0 released

Post by cval » Sat Jan 02, 2016 1:02 pm

Oh my, thanks for the release, team!
Now, may i ask if there will be any usage hint on mesh instancing if there is a support of that in 0.10 ? That is probably one of the most awaited features of a new release.
I see some blank wiki pages on that matter (like this one) and i do hope that is an actual thing!

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slime
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Re: LÖVE 0.10.0 released

Post by slime » Sat Jan 02, 2016 1:21 pm

There is no Mesh geometry instancing in 0.10.0, however it might be added in the future. What would you use it for?

cval
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Re: LÖVE 0.10.0 released

Post by cval » Sat Jan 02, 2016 4:51 pm

I was planning to use it akin to spritebatch - in one of my projects i need alot of sprites with shape distortions but i want to do it without using vertex or pixel shader. Now i use entity vertex data and i think applying it to one mesh every draw call is not really efficient. Maybe i'm going to use it for something else.

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parallax7d
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Re: LÖVE 0.10.0 released

Post by parallax7d » Sun Jan 03, 2016 9:49 am

This is really cool, but why was support for mac OS X 10.6 dropped?

10.6 is still a popular OS, will probably have decent market share for years to come
http://lowendmac.com/2015/the-rise-and- ... 09-to-2015

I would rather lop out the offending code from love than upgrade my OS if possible. Is it possible to build for 10.6 or is there something in particular which requires 10.7+?

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